Total War: WARHAMMER II
Ratskrieg - Skryre Supplement (dead)
Коментарів: 138
Mustafao01 5 верес. 2024 о 10:26 
Thanks for bringing it back
alice.leifler 25 лип. 2024 о 8:33 
Is this for all skaven factions or only Clan Skryre? If it's only for Clan Skryre, could you make one for all Skaven?
Kraker 30 січ. 2022 о 2:32 
Srry I snuff too much warpstone when I writed last comment
Banzai Guns 29 січ. 2022 о 22:28 
@Kraker Dang dude! Overly dramatic much?
If you would have just looked a couple of messages lower. the author stated this: "Expect a re-release of sorts a few months from now"

And people wonder why modders won't answer comments or stop publishing mods.
奥威尔·切瑞先生 20 листоп. 2021 о 14:27 
Their scale is too small
NorscanWarlord 13 листоп. 2021 о 21:16 
the skirmish units are a bit overtuned compared to all the other units, and is it compatible with https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2191411221 ?
Kraker 9 листоп. 2021 о 12:10 
@Empy good good I really want to see warp doom mega cannons
Sam_Py  [автор] 9 листоп. 2021 о 11:53 
@Kraker Before WH3, so then I'll have all the visual stuff done ahead of time.
Kraker 9 листоп. 2021 о 9:42 
Will you add new units before WH3 or will you add them when Immortal Empires arrived
Sam_Py  [автор] 9 листоп. 2021 о 7:36 
Ayo all, sorry for the extended hiatus. I'm going to resume work on this mod from the ground up in preparation for WH3, hoping to get all the models and mechanics working well before everyone moves over to WH3 campaign. Expect a re-release of sorts a few months from now whilst I work on some super-ambitious visuals, new recruitment mechanic integrated into the workshop and some other bits that'll far exceed the mod as it stands now.

Until then!
ŻyłaZłota 12 жовт. 2021 о 7:26 
I cannot recruit Warphunters for Clan Eshin. Mistake?
Diablo™ ( music ) 2 жовт. 2021 о 0:05 
Turns out it was Nanu's Skaven Tweaks
Diablo™ ( music ) 29 верес. 2021 о 20:52 
@Mutewaifu

Im having the same conflict, did you ever find out which mod was the culprit?
Kraker 20 верес. 2021 о 7:52 
It is probaly a mod conflict my casters stil works
mutewaffles 20 верес. 2021 о 0:28 
For some reason Skryre casters don't seem to be able to cast or use abilities anymore when this is active. It's possible that it's my mod arrangement, though.
Kraker 21 серп. 2021 о 3:29 
Is that mod dead ? Also did you have any release date for second part of mod
Noir 12 серп. 2021 о 1:46 
So what about the Skirmisher rebalance we were talking about almost two month ago?
billymom2 22 лип. 2021 о 11:05 
are you updating this for the new update or does it work fine still?
SnakeOne 10 лип. 2021 о 3:22 
PLEASE ADD THE MAELSTROM BACK TO IKITS ABILITIES, ITS VERY FUN
Sam_Py  [автор] 26 черв. 2021 о 12:50 
Цей коментар ще не було перевірено нашою системою автоматичної перевірки вмісту. Його буде тимчасово приховано, доки ми не переконаємося, що він не містить шкідливого вмісту (наприклад, посилань на сайти, що викрадають інформацію).
nOOB 26 черв. 2021 о 11:36 
clanrat skirmishers deal 170 damage they shred everthing in seconds i think it should be 17
Noir 24 черв. 2021 о 16:10 
I think the main problem might be the reload time of 2 seconds...that´s the same as the ratling guns...with pistols. xD

If you compare them with other sword & pistol infantry in the game like the Free Company Militia or the Sartosan Militia, these units have a reload time of around 8 seconds. Maybe you could try this out without reducing their dmg.
Sam_Py  [автор] 23 черв. 2021 о 8:06 
@Noir Aye, just getting round to starting a campaign myself. Agree they're overtuned, following an update back in February (Clanrat Skirmisher buffs; higher range (100 -> 135), higher/focused AP (8 - 14), slightly higher MA (9 - 11) and various other tweaks to better scale them between their slinger alternatives.)

Gonna put them back to their old damage numbers, and reduce ammo, though I'll probably keep their damage as AP as to differentiate between slingers. I'll test around this benchmark, see if it's any more sensible. Ty for taking time to comment btw!

Let me know if you've got any more balancing ideas on other aspects of the mod.
Noir 23 черв. 2021 о 0:23 
Part 2,sry:

Maybe you might want to look over these guys again, they really feel like cheating. If you ask me, even 10 less AP would leave them strong for the early game.
Noir 23 черв. 2021 о 0:23 
Hey, I've finally found some time to test a little bit around with your mod and I really like the units so far. But while I enjoy strong units and while knowing what I said early, I have one major complain and that is with the Clanrat Skirmishes... These guys are utterly broken for the time you get them. Strong T5 units are fine, but not at T2. At around turn 10 in my early Ikit Claw army with one warlock engineer buffing missile dmg, these guys hit 17 AP. That's 17 dmg times 120 entities resulting in 2040 dmg per shot. But wait... They have 2 rounds so it's doubled and that every 2 seconds. These guys are just melting everything in front of them.
Strong alternative missile units are fine, but mere clan rats with pistols completely outdamaging ikits greatest inventions is pure heresy. These guys do twice the dmg of ratling gunners and are cheaper. I mean there is a reason why ratling guns only have 32 entities. ^^
Noir 20 черв. 2021 о 10:48 
Well we are talking about Ikit Claw, the rat that invented (perfected) the doomsphere to get rid of every dwarf in the Worlds Edge Mountains. It´s just his thing... xD

But honestly now, Clan Moulder aside...every skaven end game army or doom stack looks exactly the same and is already OP in the base game. Adding more OP units of the same level as the vanilla units just gives diversity in gameplay...how does it make Skaven more OP? There is already next to no counter to offensive ambush weapon team doomstacks from vanilla.
Sam_Py  [автор] 20 черв. 2021 о 10:34 
Added a new section; 'Why is it OP?'

This is to mitigate people asking me why I've added more guns to the gun faction.
Sam_Py  [автор] 20 черв. 2021 о 10:33 
@Noir I couldn't agree more. I'm just trying not to fill this mod to the brim with it is all.
Noir 20 черв. 2021 о 9:58 
Ah I see, thanks for the fast answer. The skill being silly doesn´t really matter for me, it´s clan Skryre we are talking about. xD Ikits brain has a lot of room for potential silly stuff.

I´m also using the Skatterclaw Catapult mod, which is already overkill, but who cares. ^^
Sam_Py  [автор] 20 черв. 2021 о 9:03 
@Noir Nah, was in the mod prior to the update. I've since stripped out all the extra Ikit stuff, including the ability. I might add in back in later once I've figured out skill trees though - add it as a late game spell. As it was before, though, it was a bit silly.
Noir 20 черв. 2021 о 8:58 
I´m a little bit confused reading the comments about Ikits ability "Warpstorm Maelstrom" is it from this mod and I´m totally missing it, or did the guy who brought it up confuse it with another mod?
Sam_Py  [автор] 20 черв. 2021 о 8:01 
All updated for now, with the issues below fixed from what I've tested.
Sam_Py  [автор] 19 черв. 2021 о 16:10 
@Mutewaifu Thanks! Yeah, visually it needs some work, but I've got some ideas to try out.
Sam_Py  [автор] 18 черв. 2021 о 13:06 
Apologies for the long downtime folks, been a little occupied in the last few months. I'll be getting this updated when next DLC comes around in a few weeks, which'll hopefully finish the mod up too.
mutewaffles 19 трав. 2021 о 17:46 
Can I just say I actually love the Doomborer as it is. The fact that it's massive destructive potential can so easily accidentally wipe out your own army if not set up properly is just 100% spiritually Skaven. My only wish is that there was more of a visual indication to it, but as it is I love it.
J0ker 8 трав. 2021 о 6:19 
can only recruit the expendable unit, the rifle unit and the arillery
Apollyon 6 трав. 2021 о 13:02 
Fix the mod, make it work, please-please, need more ways to fry-kill my enemies. ZZZZat pzzzt
The Wriggler 27 квіт. 2021 о 12:56 
I had an idea for a unit, albeit it's just somthing I thought up and thought was a neat idea;

Warpstone Golems

Using the Tomb King Ushabti as a base, color it and the decayed plague monk head a dark grey-ish, have it pulse green instead of blue, and it have warpstone mounted on its back along with it using some sort of warpstone weaponry as well.
Lukasao 22 квіт. 2021 о 8:08 
This mod is broken, makes the skaves super OP for player. Some units are non-recruitable after hiting required parameters like Warp-Coils, Warplock Muskets, Clanrat Skirmishers and Blastvermin. Also Ikit's ability Warpstorm Maelstrom is insane a should be removed or given much higher cooldown. Also in Workshop some technologies are non-researchable as Kung Fuhreh said. Mod is outdated as well.
ElLlamaGrande 21 квіт. 2021 о 12:53 
Hello, awesome mod, makes the Skaven even more hilariously OP.

I think there may be a bug with Ikit's Forbidden Workshop, the third upgrade for muskets, flensing rounds, is saying I require the level 3 workshop upgrade, I'm currently at level 4 for the workshop so i'm unable to unlock that upgrade for the muskets.

I did upgrade from 2 to 4 in a oner so maybe thats the cause.
maca0147 15 квіт. 2021 о 22:48 
Someone rescue the SFO submod!
nirnouta 12 берез. 2021 о 4:40 
merci
MAMAVAUDOU 5 берез. 2021 о 16:11 
@EmperorEnema Hmm Hello, it would be sad to forsake this artilley unit :/ it is really innovative and it is fun, it's not an artillery which should be useful thanks to its fire power, but with the mass slow debuff, which allows to other artillery units to have far more time to hit the ennemy units. It is a tactical pleasure to play with this kind of units i think.
Sam_Py  [автор] 5 берез. 2021 о 5:39 
Also, your english is good! :)
Sam_Py  [автор] 5 берез. 2021 о 5:38 
@MAMAVAUDOU Understood mate, i'm trying to figure out why the misfiring happens but not quite sure yet. I'm tempted to remove the unit altogether and replace it with a new type of mortar or something, since i've never quite been happy with it myself lol
MAMAVAUDOU 4 берез. 2021 о 22:46 
@EmperorEnema Sorry man, I didn't describe the problem, as said MANGUS, the Doomborers litterally oneshots all infantry behind it (stormvermins in formation for example) and when the missiles reach the ennemy position, it's a quarter of the ennemy army which dies, that's strange because two weeks before, i tried the doomborers and they behaved like a powerfull (normal)artillery but not like that (OP :/), I don't know if there are other things like that (I didn't try Ikit). I hope you understood what I meant, i'm French and my mastery of English is not very good. Be sure your units are really fun to play, except this one unfortunately, according to my view.
Sam_Py  [автор] 4 берез. 2021 о 7:52 
@Kelain Welp, it's been a long time coming, given everything else has been toned down except Ikit's insane buffs. It's the natural outlier.
Sam_Py  [автор] 4 берез. 2021 о 7:51 
@MAMAVAUDOU it's prone to misfiring, if that's what you're referring to
Kelain 4 берез. 2021 о 7:40 
@EmperorEnema That's incredibly kind of you to offer, and I appreciate it. :) It does seem like separating it out and publishing it as a separate mod if you'd so wish would be a sensible idea.
MAMAVAUDOU 4 берез. 2021 о 6:13 
Hello, good mod but....is the doomborer bugged?